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Imagine a world that looks like ours—until you stumble into teeming chaos eating into it from below—the weird, the occult, the crazy. In this game, you and your friends play as eccentric individuals with bizarre powers, all hell-bent on changing the world. But you’re not alone—other groups of equally deranged and ambitious folks are out there with their own agendas, and your paths are bound to cross.

The overall effect is something like Always Sunny in Philadelphia meets Complete World Knowledge meets Unknown Armies meets Blades In The Dark. 




This game started out as my attempt at rewriting Unknown Armies 3e (a game sorely in need of an editor) for clarity, which transitioned into houseruling it, which gradually transitioned into simply admitting that the game I had written simply wasn't Unknown Armies anymore,  though  one could easily think of it as a spiritual successor to Unknown Armies. 




Mechanics:

  • all the obvious things that you'd expect a game to have—systems that let you know how it goes when you try to pick a lock, kill a guy, or tell a lie, but also... 
  • an easy-to-use faction system that easily allows the GM to run dozens of factions, and an easy-to-use system for tracking how the PC's actions affect the world.
  • GM tools that make the game low-shading-into-no prep to run, and the campaign creation tools ensure that with only a few hours of work between the players and the GM, you will come up with a compelling campaign set in a city of your choice. Despite the extreme weirdness, this is likely to be one of the easiest and smoothest GM experiences you will ever encounter. 
  • a 5-meter sanity system that is mostly the same as Unknown Armies's, but easier to use and more impactful on play, emphasizing the way that your pre-existing crazy will protect you from the trauma of the horrible things you do, the way that trauma will weigh down on everything else in your life, and the way that that trauma will culminate in you going crazy in specific ways that will protect you in the future.  
  • a system for what happens when/if the occult masquerade is broken, so that that is merely an interesting event in the campaign, rather than something that must never happen lest the entire premise totally dissolve. 
  • a system for what happens when/if the PCs are arrested/investigated by the police/put on trial—which I expect to happen frequently. The GM will never again have to rely on fiat to determine when the police arrive or how the ensuing trial of the PCs goes. 
  • an advancement system that makes your character organically change according to their actions during a session—it's more similar to how a person changes who they are than it is to how an adventurer levels up. 
  • a freeform powers system based on a blog post by Was It Likely?, which casts powers as emerging out of unconventional ways of seeing the world, and manifesting as weird extremes of how normal people interact with the world. 
  • an easy-to-use system for determining how the PCs make money, how that is affected by their actions, and what exactly being rich or poor means for them in the game. 



StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorTaylor Lane
TagsDark, Horror, occult, organized-crime, Tabletop, Tabletop role-playing game

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Weird Wide World -- Pages.pdf 11 MB

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Deleted 42 days ago
(+3)(-1)

Buddy, c'mon. I'm not doing this with you. Read the game I wrote or don't. 

Deleted 41 days ago